void RenderOcclusion(
		FRDGBuilder& GraphBuilder,
		const FSceneTextures& SceneTextures,
		bool bIsOcclusionTesting,
		const FBuildHZBAsyncComputeParams* BuildHZBAsyncComputeParams = nullptr);

	bool RenderHzb(FRDGBuilder& GraphBuilder, FRDGTextureRef SceneDepthTexture, const FBuildHZBAsyncComputeParams* AsyncComputeParams);

	//TODO:暮迟-新增-开始
	void RenderLightMyPass(FRDGBuilder& GraphBuilder, TArrayView<FViewInfo> InViews, FSceneTextures& SceneTextures);
	void RenderOutLinePass(FRDGBuilder& GraphBuilder, TArrayView<FViewInfo> InViews, FSceneTextures& SceneTextures);
	//结束

	/** Renders the view family. */
	virtual void Render(FRDGBuilder& GraphBuilder) override;

	/** Render the view family's hit proxies. */
	virtual void RenderHitProxies(FRDGBuilder& GraphBuilder) override;

	virtual bool ShouldRenderVelocities() const override;